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|
/*
* Copyright (C) 2014 Rob Clark <robclark@freedesktop.org>
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
* Authors:
* Rob Clark <robclark@freedesktop.org>
*/
#ifndef IR3_SHADER_H_
#define IR3_SHADER_H_
#include <stdio.h>
#include "compiler/shader_enums.h"
#include "compiler/nir/nir.h"
#include "util/bitscan.h"
#include "ir3.h"
struct glsl_type;
/* driver param indices: */
enum ir3_driver_param {
/* compute shader driver params: */
IR3_DP_NUM_WORK_GROUPS_X = 0,
IR3_DP_NUM_WORK_GROUPS_Y = 1,
IR3_DP_NUM_WORK_GROUPS_Z = 2,
IR3_DP_LOCAL_GROUP_SIZE_X = 4,
IR3_DP_LOCAL_GROUP_SIZE_Y = 5,
IR3_DP_LOCAL_GROUP_SIZE_Z = 6,
/* NOTE: gl_NumWorkGroups should be vec4 aligned because
* glDispatchComputeIndirect() needs to load these from
* the info->indirect buffer. Keep that in mind when/if
* adding any addition CS driver params.
*/
IR3_DP_CS_COUNT = 8, /* must be aligned to vec4 */
/* vertex shader driver params: */
IR3_DP_VTXID_BASE = 0,
IR3_DP_VTXCNT_MAX = 1,
/* user-clip-plane components, up to 8x vec4's: */
IR3_DP_UCP0_X = 4,
/* .... */
IR3_DP_UCP7_W = 35,
IR3_DP_VS_COUNT = 36 /* must be aligned to vec4 */
};
#define IR3_MAX_SHADER_BUFFERS 32
#define IR3_MAX_SHADER_IMAGES 32
#define IR3_MAX_SO_BUFFERS 4
#define IR3_MAX_SO_OUTPUTS 64
#define IR3_MAX_CONSTANT_BUFFERS 32
/**
* For consts needed to pass internal values to shader which may or may not
* be required, rather than allocating worst-case const space, we scan the
* shader and allocate consts as-needed:
*
* + SSBO sizes: only needed if shader has a get_buffer_size intrinsic
* for a given SSBO
*
* + Image dimensions: needed to calculate pixel offset, but only for
* images that have a image_store intrinsic
*/
struct ir3_driver_const_layout {
struct {
uint32_t mask; /* bitmask of SSBOs that have get_buffer_size */
uint32_t count; /* number of consts allocated */
/* one const allocated per SSBO which has get_buffer_size,
* ssbo_sizes.off[ssbo_id] is offset from start of ssbo_sizes
* consts:
*/
uint32_t off[IR3_MAX_SHADER_BUFFERS];
} ssbo_size;
struct {
uint32_t mask; /* bitmask of images that have image_store */
uint32_t count; /* number of consts allocated */
/* three const allocated per image which has image_store:
* + cpp (bytes per pixel)
* + pitch (y pitch)
* + array_pitch (z pitch)
*/
uint32_t off[IR3_MAX_SHADER_IMAGES];
} image_dims;
};
/**
* A single output for vertex transform feedback.
*/
struct ir3_stream_output {
unsigned register_index:6; /**< 0 to 63 (OUT index) */
unsigned start_component:2; /** 0 to 3 */
unsigned num_components:3; /** 1 to 4 */
unsigned output_buffer:3; /**< 0 to PIPE_MAX_SO_BUFFERS */
unsigned dst_offset:16; /**< offset into the buffer in dwords */
unsigned stream:2; /**< 0 to 3 */
};
/**
* Stream output for vertex transform feedback.
*/
struct ir3_stream_output_info {
unsigned num_outputs;
/** stride for an entire vertex for each buffer in dwords */
uint16_t stride[IR3_MAX_SO_BUFFERS];
/**
* Array of stream outputs, in the order they are to be written in.
* Selected components are tightly packed into the output buffer.
*/
struct ir3_stream_output output[IR3_MAX_SO_OUTPUTS];
};
/* Configuration key used to identify a shader variant.. different
* shader variants can be used to implement features not supported
* in hw (two sided color), binning-pass vertex shader, etc.
*/
struct ir3_shader_key {
union {
struct {
/*
* Combined Vertex/Fragment shader parameters:
*/
unsigned ucp_enables : 8;
/* do we need to check {v,f}saturate_{s,t,r}? */
unsigned has_per_samp : 1;
/*
* Vertex shader variant parameters:
*/
unsigned vclamp_color : 1;
/*
* Fragment shader variant parameters:
*/
unsigned sample_shading : 1;
unsigned msaa : 1;
unsigned color_two_side : 1;
unsigned half_precision : 1;
/* used when shader needs to handle flat varyings (a4xx)
* for front/back color inputs to frag shader:
*/
unsigned rasterflat : 1;
unsigned fclamp_color : 1;
};
uint32_t global;
};
/* bitmask of sampler which needs coords clamped for vertex
* shader:
*/
uint16_t vsaturate_s, vsaturate_t, vsaturate_r;
/* bitmask of sampler which needs coords clamped for frag
* shader:
*/
uint16_t fsaturate_s, fsaturate_t, fsaturate_r;
/* bitmask of ms shifts */
uint32_t vsamples, fsamples;
/* bitmask of samplers which need astc srgb workaround: */
uint16_t vastc_srgb, fastc_srgb;
};
static inline bool
ir3_shader_key_equal(struct ir3_shader_key *a, struct ir3_shader_key *b)
{
/* slow-path if we need to check {v,f}saturate_{s,t,r} */
if (a->has_per_samp || b->has_per_samp)
return memcmp(a, b, sizeof(struct ir3_shader_key)) == 0;
return a->global == b->global;
}
/* will the two keys produce different lowering for a fragment shader? */
static inline bool
ir3_shader_key_changes_fs(struct ir3_shader_key *key, struct ir3_shader_key *last_key)
{
if (last_key->has_per_samp || key->has_per_samp) {
if ((last_key->fsaturate_s != key->fsaturate_s) ||
(last_key->fsaturate_t != key->fsaturate_t) ||
(last_key->fsaturate_r != key->fsaturate_r) ||
(last_key->fsamples != key->fsamples) ||
(last_key->fastc_srgb != key->fastc_srgb))
return true;
}
if (last_key->fclamp_color != key->fclamp_color)
return true;
if (last_key->color_two_side != key->color_two_side)
return true;
if (last_key->half_precision != key->half_precision)
return true;
if (last_key->rasterflat != key->rasterflat)
return true;
if (last_key->ucp_enables != key->ucp_enables)
return true;
return false;
}
/* will the two keys produce different lowering for a vertex shader? */
static inline bool
ir3_shader_key_changes_vs(struct ir3_shader_key *key, struct ir3_shader_key *last_key)
{
if (last_key->has_per_samp || key->has_per_samp) {
if ((last_key->vsaturate_s != key->vsaturate_s) ||
(last_key->vsaturate_t != key->vsaturate_t) ||
(last_key->vsaturate_r != key->vsaturate_r) ||
(last_key->vsamples != key->vsamples) ||
(last_key->vastc_srgb != key->vastc_srgb))
return true;
}
if (last_key->vclamp_color != key->vclamp_color)
return true;
if (last_key->ucp_enables != key->ucp_enables)
return true;
return false;
}
/* clears shader-key flags which don't apply to the given shader
* stage
*/
static inline void
ir3_normalize_key(struct ir3_shader_key *key, gl_shader_stage type)
{
switch (type) {
case MESA_SHADER_FRAGMENT:
if (key->has_per_samp) {
key->vsaturate_s = 0;
key->vsaturate_t = 0;
key->vsaturate_r = 0;
key->vastc_srgb = 0;
key->vsamples = 0;
}
break;
case MESA_SHADER_VERTEX:
key->color_two_side = false;
key->half_precision = false;
key->rasterflat = false;
if (key->has_per_samp) {
key->fsaturate_s = 0;
key->fsaturate_t = 0;
key->fsaturate_r = 0;
key->fastc_srgb = 0;
key->fsamples = 0;
}
break;
default:
/* TODO */
break;
}
}
/**
* On a4xx+a5xx, Images share state with textures and SSBOs:
*
* + Uses texture (cat5) state/instruction (isam) to read
* + Uses SSBO state and instructions (cat6) to write and for atomics
*
* Starting with a6xx, Images and SSBOs are basically the same thing,
* with texture state and isam also used for SSBO reads.
*
* On top of that, gallium makes the SSBO (shader_buffers) state semi
* sparse, with the first half of the state space used for atomic
* counters lowered to atomic buffers. We could ignore this, but I
* don't think we could *really* handle the case of a single shader
* that used the max # of textures + images + SSBOs. And once we are
* offsetting images by num_ssbos (or visa versa) to map them into
* the same hardware state, the hardware state has become coupled to
* the shader state, so at this point we might as well just use a
* mapping table to remap things from image/SSBO idx to hw idx.
*
* To make things less (more?) confusing, for the hw "SSBO" state
* (since it is really both SSBO and Image) I'll use the name "IBO"
*/
struct ir3_ibo_mapping {
#define IBO_INVALID 0xff
/* Maps logical SSBO state to hw state: */
uint8_t ssbo_to_ibo[IR3_MAX_SHADER_BUFFERS];
uint8_t ssbo_to_tex[IR3_MAX_SHADER_BUFFERS];
/* Maps logical Image state to hw state: */
uint8_t image_to_ibo[IR3_MAX_SHADER_IMAGES];
uint8_t image_to_tex[IR3_MAX_SHADER_IMAGES];
/* Maps hw state back to logical SSBO or Image state:
*
* note IBO_SSBO ORd into values to indicate that the
* hw slot is used for SSBO state vs Image state.
*/
#define IBO_SSBO 0x80
uint8_t ibo_to_image[32];
uint8_t tex_to_image[32];
uint8_t num_ibo;
uint8_t num_tex; /* including real textures */
uint8_t tex_base; /* the number of real textures, ie. image/ssbo start here */
};
struct ir3_shader_variant {
struct fd_bo *bo;
/* variant id (for debug) */
uint32_t id;
struct ir3_shader_key key;
/* vertex shaders can have an extra version for hwbinning pass,
* which is pointed to by so->binning:
*/
bool binning_pass;
struct ir3_shader_variant *binning;
struct ir3_driver_const_layout const_layout;
struct ir3_info info;
struct ir3 *ir;
/* Levels of nesting of flow control:
*/
unsigned branchstack;
unsigned max_sun;
/* the instructions length is in units of instruction groups
* (4 instructions for a3xx, 16 instructions for a4xx.. each
* instruction is 2 dwords):
*/
unsigned instrlen;
/* the constants length is in units of vec4's, and is the sum of
* the uniforms and the built-in compiler constants
*/
unsigned constlen;
/* number of uniforms (in vec4), not including built-in compiler
* constants, etc.
*/
unsigned num_uniforms;
unsigned num_ubos;
/* About Linkage:
* + Let the frag shader determine the position/compmask for the
* varyings, since it is the place where we know if the varying
* is actually used, and if so, which components are used. So
* what the hw calls "outloc" is taken from the "inloc" of the
* frag shader.
* + From the vert shader, we only need the output regid
*/
bool frag_coord, frag_face, color0_mrt;
/* NOTE: for input/outputs, slot is:
* gl_vert_attrib - for VS inputs
* gl_varying_slot - for VS output / FS input
* gl_frag_result - for FS output
*/
/* varyings/outputs: */
unsigned outputs_count;
struct {
uint8_t slot;
uint8_t regid;
} outputs[16 + 2]; /* +POSITION +PSIZE */
bool writes_pos, writes_smask, writes_psize;
/* attributes (VS) / varyings (FS):
* Note that sysval's should come *after* normal inputs.
*/
unsigned inputs_count;
struct {
uint8_t slot;
uint8_t regid;
uint8_t compmask;
uint8_t ncomp;
/* location of input (ie. offset passed to bary.f, etc). This
* matches the SP_VS_VPC_DST_REG.OUTLOCn value (a3xx and a4xx
* have the OUTLOCn value offset by 8, presumably to account
* for gl_Position/gl_PointSize)
*/
uint8_t inloc;
/* vertex shader specific: */
bool sysval : 1; /* slot is a gl_system_value */
/* fragment shader specific: */
bool bary : 1; /* fetched varying (vs one loaded into reg) */
bool rasterflat : 1; /* special handling for emit->rasterflat */
enum glsl_interp_mode interpolate;
} inputs[16 + 2]; /* +POSITION +FACE */
/* sum of input components (scalar). For frag shaders, it only counts
* the varying inputs:
*/
unsigned total_in;
/* For frag shaders, the total number of inputs (not scalar,
* ie. SP_VS_PARAM_REG.TOTALVSOUTVAR)
*/
unsigned varying_in;
/* Remapping table to map Image and SSBO to hw state: */
struct ir3_ibo_mapping image_mapping;
/* number of samplers/textures (which are currently 1:1): */
int num_samp;
/* do we have one or more SSBO instructions: */
bool has_ssbo;
/* do we need derivatives: */
bool need_pixlod;
/* do we have kill, image write, etc (which prevents early-z): */
bool no_earlyz;
bool per_samp;
/* Layout of constant registers, each section (in vec4). Pointer size
* is 32b (a3xx, a4xx), or 64b (a5xx+), which effects the size of the
* UBO and stream-out consts.
*/
struct {
/* user const start at zero */
unsigned ubo;
/* NOTE that a3xx might need a section for SSBO addresses too */
unsigned ssbo_sizes;
unsigned image_dims;
unsigned driver_param;
unsigned tfbo;
unsigned immediate;
} constbase;
unsigned immediates_count;
unsigned immediates_size;
struct {
uint32_t val[4];
} *immediates;
/* for astc srgb workaround, the number/base of additional
* alpha tex states we need, and index of original tex states
*/
struct {
unsigned base, count;
unsigned orig_idx[16];
} astc_srgb;
/* shader variants form a linked list: */
struct ir3_shader_variant *next;
/* replicated here to avoid passing extra ptrs everywhere: */
gl_shader_stage type;
struct ir3_shader *shader;
};
struct ir3_ubo_range {
uint32_t offset; /* start offset of this block in const register file */
uint32_t start, end; /* range of block that's actually used */
};
struct ir3_ubo_analysis_state
{
struct ir3_ubo_range range[IR3_MAX_CONSTANT_BUFFERS];
uint32_t size;
uint32_t lower_count;
};
struct ir3_shader {
gl_shader_stage type;
/* shader id (for debug): */
uint32_t id;
uint32_t variant_count;
/* so we know when we can disable TGSI related hacks: */
bool from_tgsi;
struct ir3_compiler *compiler;
struct ir3_ubo_analysis_state ubo_state;
struct nir_shader *nir;
struct ir3_stream_output_info stream_output;
struct ir3_shader_variant *variants;
};
void * ir3_shader_assemble(struct ir3_shader_variant *v, uint32_t gpu_id);
struct ir3_shader_variant * ir3_shader_get_variant(struct ir3_shader *shader,
struct ir3_shader_key *key, bool binning_pass, bool *created);
struct ir3_shader * ir3_shader_from_nir(struct ir3_compiler *compiler, nir_shader *nir);
void ir3_shader_destroy(struct ir3_shader *shader);
void ir3_shader_disasm(struct ir3_shader_variant *so, uint32_t *bin, FILE *out);
uint64_t ir3_shader_outputs(const struct ir3_shader *so);
int
ir3_glsl_type_size(const struct glsl_type *type, bool bindless);
static inline const char *
ir3_shader_stage(struct ir3_shader *shader)
{
switch (shader->type) {
case MESA_SHADER_VERTEX: return "VERT";
case MESA_SHADER_FRAGMENT: return "FRAG";
case MESA_SHADER_COMPUTE: return "CL";
default:
unreachable("invalid type");
return NULL;
}
}
/*
* Helper/util:
*/
static inline int
ir3_find_output(const struct ir3_shader_variant *so, gl_varying_slot slot)
{
int j;
for (j = 0; j < so->outputs_count; j++)
if (so->outputs[j].slot == slot)
return j;
/* it seems optional to have a OUT.BCOLOR[n] for each OUT.COLOR[n]
* in the vertex shader.. but the fragment shader doesn't know this
* so it will always have both IN.COLOR[n] and IN.BCOLOR[n]. So
* at link time if there is no matching OUT.BCOLOR[n], we must map
* OUT.COLOR[n] to IN.BCOLOR[n]. And visa versa if there is only
* a OUT.BCOLOR[n] but no matching OUT.COLOR[n]
*/
if (slot == VARYING_SLOT_BFC0) {
slot = VARYING_SLOT_COL0;
} else if (slot == VARYING_SLOT_BFC1) {
slot = VARYING_SLOT_COL1;
} else if (slot == VARYING_SLOT_COL0) {
slot = VARYING_SLOT_BFC0;
} else if (slot == VARYING_SLOT_COL1) {
slot = VARYING_SLOT_BFC1;
} else {
return 0;
}
for (j = 0; j < so->outputs_count; j++)
if (so->outputs[j].slot == slot)
return j;
debug_assert(0);
return 0;
}
static inline int
ir3_next_varying(const struct ir3_shader_variant *so, int i)
{
while (++i < so->inputs_count)
if (so->inputs[i].compmask && so->inputs[i].bary)
break;
return i;
}
struct ir3_shader_linkage {
uint8_t max_loc;
uint8_t cnt;
struct {
uint8_t regid;
uint8_t compmask;
uint8_t loc;
} var[32];
};
static inline void
ir3_link_add(struct ir3_shader_linkage *l, uint8_t regid, uint8_t compmask, uint8_t loc)
{
int i = l->cnt++;
debug_assert(i < ARRAY_SIZE(l->var));
l->var[i].regid = regid;
l->var[i].compmask = compmask;
l->var[i].loc = loc;
l->max_loc = MAX2(l->max_loc, loc + util_last_bit(compmask));
}
static inline void
ir3_link_shaders(struct ir3_shader_linkage *l,
const struct ir3_shader_variant *vs,
const struct ir3_shader_variant *fs)
{
int j = -1, k;
while (l->cnt < ARRAY_SIZE(l->var)) {
j = ir3_next_varying(fs, j);
if (j >= fs->inputs_count)
break;
if (fs->inputs[j].inloc >= fs->total_in)
continue;
k = ir3_find_output(vs, fs->inputs[j].slot);
ir3_link_add(l, vs->outputs[k].regid,
fs->inputs[j].compmask, fs->inputs[j].inloc);
}
}
static inline uint32_t
ir3_find_output_regid(const struct ir3_shader_variant *so, unsigned slot)
{
int j;
for (j = 0; j < so->outputs_count; j++)
if (so->outputs[j].slot == slot)
return so->outputs[j].regid;
return regid(63, 0);
}
static inline uint32_t
ir3_find_sysval_regid(const struct ir3_shader_variant *so, unsigned slot)
{
int j;
for (j = 0; j < so->inputs_count; j++)
if (so->inputs[j].sysval && (so->inputs[j].slot == slot))
return so->inputs[j].regid;
return regid(63, 0);
}
/* calculate register footprint in terms of half-regs (ie. one full
* reg counts as two half-regs).
*/
static inline uint32_t
ir3_shader_halfregs(const struct ir3_shader_variant *v)
{
return (2 * (v->info.max_reg + 1)) + (v->info.max_half_reg + 1);
}
#endif /* IR3_SHADER_H_ */
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